Gesture "weapon" fixups, to prepare for collectibles.
Split quick grenade into a separate model.
This commit is contained in:
parent
62972e3318
commit
1ed441a0ef
13 changed files with 345 additions and 247 deletions
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@ -1,2 +1,2 @@
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[default]
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r670 \cu(Fri 11 Dec 13:25:44 CET 2020)";
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SWWM_MODVER="\chSWWM \czGZ\c- \cw0.9.11b-pre r671 \cu(Fri 11 Dec 17:49:22 CET 2020)";
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@ -607,138 +607,3 @@ Model "Demolitionist"
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FrameIndex XZWZ S 1 20
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SurfaceSkin 1 1 "DemoFace_Dead.png"
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}
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Model "SWWMGesture"
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{
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Path "models"
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Model 0 "GestureArms_d.3d"
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SurfaceSkin 0 0 "DemoTags.png"
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SurfaceSkin 0 1 "DemoArms.png"
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SurfaceSkin 0 2 "DemoSoft.png"
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AngleOffset -90
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Scale -0.005 0.0025 0.005
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// Wave
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FrameIndex XZW1 A 0 0
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FrameIndex XZW1 B 0 1
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FrameIndex XZW1 C 0 2
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FrameIndex XZW1 D 0 3
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FrameIndex XZW1 E 0 4
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FrameIndex XZW1 F 0 5
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FrameIndex XZW1 G 0 6
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FrameIndex XZW1 H 0 7
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FrameIndex XZW1 I 0 8
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FrameIndex XZW1 J 0 9
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FrameIndex XZW1 K 0 10
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FrameIndex XZW1 L 0 11
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FrameIndex XZW1 M 0 12
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FrameIndex XZW1 N 0 13
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FrameIndex XZW1 O 0 14
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// Thumbs Up
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FrameIndex XZW1 P 0 17
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FrameIndex XZW1 Q 0 18
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FrameIndex XZW1 R 0 19
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FrameIndex XZW1 S 0 20
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FrameIndex XZW1 T 0 21
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FrameIndex XZW1 U 0 22
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FrameIndex XZW1 V 0 23
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FrameIndex XZW1 W 0 24
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FrameIndex XZW1 X 0 25
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FrameIndex XZW1 Y 0 26
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FrameIndex XZW1 Z 0 27
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FrameIndex XZW2 A 0 28
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FrameIndex XZW2 B 0 29
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FrameIndex XZW2 C 0 30
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FrameIndex XZW2 D 0 31
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FrameIndex XZW2 E 0 32
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FrameIndex XZW2 F 0 33
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// Victory
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FrameIndex XZW2 G 0 35
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FrameIndex XZW2 H 0 36
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FrameIndex XZW2 I 0 37
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FrameIndex XZW2 J 0 38
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FrameIndex XZW2 K 0 39
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FrameIndex XZW2 L 0 40
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FrameIndex XZW2 M 0 41
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FrameIndex XZW2 N 0 42
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FrameIndex XZW2 O 0 43
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FrameIndex XZW2 P 0 44
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FrameIndex XZW2 Q 0 45
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FrameIndex XZW2 R 0 46
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FrameIndex XZW2 S 0 47
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FrameIndex XZW2 T 0 48
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FrameIndex XZW2 U 0 49
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FrameIndex XZW2 V 0 50
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FrameIndex XZW2 W 0 51
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FrameIndex XZW2 X 0 52
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FrameIndex XZW2 Y 0 53
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// Blow Kiss
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FrameIndex XZW2 Z 0 55
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FrameIndex XZW3 A 0 56
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FrameIndex XZW3 B 0 57
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FrameIndex XZW3 C 0 58
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FrameIndex XZW3 D 0 59
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FrameIndex XZW3 E 0 60 // smooch
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FrameIndex XZW3 F 0 61
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FrameIndex XZW3 G 0 62
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FrameIndex XZW3 H 0 63
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FrameIndex XZW3 I 0 64
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FrameIndex XZW3 J 0 65
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FrameIndex XZW3 K 0 66 // blow
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FrameIndex XZW3 L 0 67
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FrameIndex XZW3 M 0 68
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FrameIndex XZW3 N 0 69
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FrameIndex XZW3 O 0 70
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FrameIndex XZW3 P 0 71
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FrameIndex XZW3 Q 0 72
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FrameIndex XZW3 R 0 73
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// Quick Grenade
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SurfaceSkin 0 3 "ExplodiumGun.png"
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FrameIndex XZW3 S 0 75
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FrameIndex XZW3 T 0 76
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FrameIndex XZW3 U 0 77
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FrameIndex XZW3 V 0 78
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FrameIndex XZW3 W 0 79
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FrameIndex XZW3 X 0 80 // arm
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FrameIndex XZW3 Y 0 81
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FrameIndex XZW3 Z 0 82
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FrameIndex XZW4 A 0 83
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FrameIndex XZW4 B 0 84
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FrameIndex XZW4 C 0 85
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FrameIndex XZW4 D 0 86 // swing
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FrameIndex XZW4 E 0 87
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FrameIndex XZW4 F 0 88
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FrameIndex XZW4 G 0 89
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FrameIndex XZW4 H 0 90
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SurfaceSkin 0 3 ""
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FrameIndex XZW4 I 0 91 // throw
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FrameIndex XZW4 J 0 92
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FrameIndex XZW4 K 0 93
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FrameIndex XZW4 L 0 94
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FrameIndex XZW4 M 0 95
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// Headpat
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FrameIndex XZW4 N 0 97
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FrameIndex XZW4 O 0 98
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FrameIndex XZW4 P 0 99
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FrameIndex XZW4 Q 0 100
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FrameIndex XZW4 R 0 101
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FrameIndex XZW4 S 0 102 // patstart
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FrameIndex XZW4 T 0 103
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FrameIndex XZW4 U 0 104
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FrameIndex XZW4 V 0 105
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FrameIndex XZW4 W 0 106
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FrameIndex XZW4 X 0 107 // patpat
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FrameIndex XZW4 Y 0 108
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FrameIndex XZW4 Z 0 109
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FrameIndex XZW5 A 0 110
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FrameIndex XZW5 B 0 111
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FrameIndex XZW5 C 0 112
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FrameIndex XZW5 D 0 113 // patend
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FrameIndex XZW5 E 0 114
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FrameIndex XZW5 F 0 115
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FrameIndex XZW5 G 0 116
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FrameIndex XZW5 H 0 117
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FrameIndex XZW5 I 0 118
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FrameIndex XZW5 J 0 119
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// TODO Collectible Gestures
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}
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147
modeldef.gesture
Normal file
147
modeldef.gesture
Normal file
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@ -0,0 +1,147 @@
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Model "SWWMGesture"
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{
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Path "models"
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Model 0 "GestureArms_d.3d"
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SurfaceSkin 0 0 "DemoTags.png"
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SurfaceSkin 0 1 "DemoArms.png"
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SurfaceSkin 0 2 "DemoSoft.png"
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AngleOffset -90
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Scale -0.005 0.0025 0.005
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// Initial
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FrameIndex XZW1 A 0 0
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// Wave
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FrameIndex XZW1 B 0 1
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FrameIndex XZW1 C 0 2
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FrameIndex XZW1 D 0 3
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FrameIndex XZW1 E 0 4
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FrameIndex XZW1 F 0 5
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FrameIndex XZW1 G 0 6
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FrameIndex XZW1 H 0 7
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FrameIndex XZW1 I 0 8
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FrameIndex XZW1 J 0 9
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FrameIndex XZW1 K 0 10
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FrameIndex XZW1 L 0 11
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FrameIndex XZW1 M 0 12
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FrameIndex XZW1 N 0 13
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FrameIndex XZW1 O 0 14
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FrameIndex XZW1 P 0 15
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// Thumbs Up
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FrameIndex XZW1 Q 0 17
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FrameIndex XZW1 R 0 18
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FrameIndex XZW1 S 0 19
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FrameIndex XZW1 T 0 20
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FrameIndex XZW1 U 0 21
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FrameIndex XZW1 V 0 22
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FrameIndex XZW1 W 0 23
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FrameIndex XZW1 X 0 24
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FrameIndex XZW1 Y 0 25
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FrameIndex XZW1 Z 0 26
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FrameIndex XZW2 A 0 27
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FrameIndex XZW2 B 0 28
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FrameIndex XZW2 C 0 29
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FrameIndex XZW2 D 0 30
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FrameIndex XZW2 E 0 31
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FrameIndex XZW2 F 0 32
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FrameIndex XZW2 G 0 33
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// Victory
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FrameIndex XZW2 H 0 35
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FrameIndex XZW2 I 0 36
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FrameIndex XZW2 J 0 37
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FrameIndex XZW2 K 0 38
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FrameIndex XZW2 L 0 39
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FrameIndex XZW2 M 0 40
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FrameIndex XZW2 N 0 41
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FrameIndex XZW2 O 0 42
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FrameIndex XZW2 P 0 43
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FrameIndex XZW2 Q 0 44
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FrameIndex XZW2 R 0 45
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FrameIndex XZW2 S 0 46
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FrameIndex XZW2 T 0 47
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FrameIndex XZW2 U 0 48
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FrameIndex XZW2 V 0 49
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FrameIndex XZW2 W 0 50
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FrameIndex XZW2 X 0 51
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FrameIndex XZW2 Y 0 52
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FrameIndex XZW2 Z 0 53
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// Blow Kiss
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FrameIndex XZW3 A 0 55
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FrameIndex XZW3 B 0 56
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FrameIndex XZW3 C 0 57
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FrameIndex XZW3 D 0 58
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FrameIndex XZW3 E 0 59
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FrameIndex XZW3 F 0 60 // smooch
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FrameIndex XZW3 G 0 61
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FrameIndex XZW3 H 0 62
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FrameIndex XZW3 I 0 63
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FrameIndex XZW3 J 0 64
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FrameIndex XZW3 K 0 65
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FrameIndex XZW3 L 0 66 // blow
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FrameIndex XZW3 M 0 67
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FrameIndex XZW3 N 0 68
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FrameIndex XZW3 O 0 69
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FrameIndex XZW3 P 0 70
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FrameIndex XZW3 Q 0 71
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FrameIndex XZW3 R 0 72
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FrameIndex XZW3 S 0 73
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// Headpat
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FrameIndex XZW3 T 0 75
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FrameIndex XZW3 U 0 76
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FrameIndex XZW3 V 0 77
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FrameIndex XZW3 W 0 78
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FrameIndex XZW3 X 0 79
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FrameIndex XZW3 Y 0 80 // patstart
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FrameIndex XZW3 Z 0 81
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FrameIndex XZW4 A 0 82
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FrameIndex XZW4 B 0 83
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FrameIndex XZW4 C 0 84
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FrameIndex XZW4 D 0 85 // patpat
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FrameIndex XZW4 E 0 86
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FrameIndex XZW4 F 0 87
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FrameIndex XZW4 G 0 88
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FrameIndex XZW4 H 0 89
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FrameIndex XZW4 I 0 90
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FrameIndex XZW4 J 0 91 // patend
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FrameIndex XZW4 K 0 92
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FrameIndex XZW4 L 0 93
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FrameIndex XZW4 M 0 94
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FrameIndex XZW4 N 0 95
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FrameIndex XZW4 O 0 96
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FrameIndex XZW4 P 0 97
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}
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Model "SWWMGesture"
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{
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Path "models"
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Model 0 "Grenade1st_d.3d"
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SurfaceSkin 0 0 "DemoTags.png"
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SurfaceSkin 0 1 "DemoArms.png"
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SurfaceSkin 0 2 "DemoSoft.png"
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SurfaceSkin 0 3 "ExplodiumGun.png"
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AngleOffset -90
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Scale -0.005 0.0025 0.005
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// Quick Grenade
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FrameIndex XZW4 Q 0 0
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FrameIndex XZW4 R 0 1
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FrameIndex XZW4 S 0 2
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FrameIndex XZW4 T 0 3
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FrameIndex XZW4 U 0 4
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FrameIndex XZW4 V 0 5 // arm
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FrameIndex XZW4 W 0 6
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FrameIndex XZW4 X 0 7
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FrameIndex XZW4 Y 0 8
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FrameIndex XZW4 Z 0 9
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FrameIndex XZW5 A 0 10
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FrameIndex XZW5 B 0 11 // swing
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FrameIndex XZW5 C 0 12
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FrameIndex XZW5 D 0 13
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FrameIndex XZW5 E 0 14
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FrameIndex XZW5 F 0 15
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SurfaceSkin 0 3 ""
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FrameIndex XZW5 G 0 16 // throw
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FrameIndex XZW5 H 0 17
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FrameIndex XZW5 I 0 18
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FrameIndex XZW5 J 0 19
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FrameIndex XZW5 K 0 20
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}
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// TODO Collectible Gestures
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Binary file not shown.
BIN
models/DemoFace_Head.png
Normal file
BIN
models/DemoFace_Head.png
Normal file
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After Width: | Height: | Size: 997 B |
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BIN
models/Grenade1st.blend
Normal file
BIN
models/Grenade1st.blend
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BIN
models/Grenade1st_a.3d
Normal file
BIN
models/Grenade1st_a.3d
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BIN
models/Grenade1st_d.3d
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BIN
models/Grenade1st_d.3d
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@ -24,6 +24,14 @@ Collectible pickup animations:
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- Kirin Manga
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- Kirin Plush
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Key pickup animations:
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- Keycard
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- Skull key
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- Heretic Yellow Key
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- Heretic Green Key
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- Heretic Blue Key
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- Heretic Red Key
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# Post-release stuff
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Character models:
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@ -535,7 +535,7 @@ Class Demolitionist : PlayerPawn
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}
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// quick grenade
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if ( (player.playerstate != PST_DEAD) && (player.cmd.buttons&BT_USER4) )
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SWWMGesture.SetGesture(self,-1);
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SWWMGesture.SetGesture(self,GS_Grenade);
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}
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override void Tick()
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{
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@ -3067,7 +3067,7 @@ Class HeadpatTracker : Actor
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if ( user is 'Demolitionist' )
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{
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patter = user;
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let g = SWWMGesture.SetGesture(Demolitionist(patter),-2);
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let g = SWWMGesture.SetGesture(Demolitionist(patter),GS_Headpat);
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if ( !g ) return false; // can't headpat at the moment
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patting = true;
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g.pats = self;
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@ -3088,6 +3088,70 @@ Class HHitList
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Vector3 dir;
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}
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enum EGestureSlot
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{
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// keys
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GS_RedKeycard = -250,
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GS_BlueKeycard,
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GS_YellowKeycard,
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GS_RedSkull,
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GS_BlueSkull,
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GS_YellowSkull,
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GS_GreenKeycard,
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GS_SilverKeycard,
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GS_OrangeKeycard,
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GS_YellowKey,
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GS_GreenKey,
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GS_BlueKey,
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GS_RedKey,
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// key re-use
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GS_RedKeycard2 = -200,
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GS_BlueKeycard2,
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GS_YellowKeycard2,
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GS_RedSkull2,
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GS_BlueSkull2,
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GS_YellowSkull2,
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GS_GreenKeycard2,
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GS_SilverKeycard2,
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GS_OrangeKeycard2,
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GS_YellowKey2,
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GS_GreenKey2,
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GS_BlueKey2,
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GS_RedKey2,
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// collectibles
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GS_MashiroPlush = -150,
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GS_AkariProject,
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GS_LoveSignals,
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GS_NutatcoBar,
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GS_FrispyCorn,
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GS_DemoPlush,
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GS_SayaBean,
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GS_KirinCummies,
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GS_MilkBreads,
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GS_KirinManga,
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GS_KirinPlush,
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// collectible re-use
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GS_MashiroPlush2 = -100,
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GS_AkariProject2,
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GS_LoveSignals2,
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GS_NutatcoBar2,
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GS_FrispyCorn2,
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GS_DemoPlush2,
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GS_SayaBean2,
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GS_KirinCummies2,
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GS_MilkBreads2,
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GS_KirinManga2,
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GS_KirinPlush2,
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// special use
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GS_Headpat = -50,
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GS_Grenade,
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// general gestures
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GS_Wave = 0,
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GS_ThumbsUp,
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GS_Victory,
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GS_BlowKiss
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};
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// First person gestures
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Class SWWMGesture : SWWMWeapon
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{
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@ -3107,6 +3171,16 @@ Class SWWMGesture : SWWMWeapon
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{
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return false;
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}
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override void DoEffect()
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{
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Super.DoEffect();
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if ( Owner && Owner.player && (Owner.player.ReadyWeapon == self) && (Owner.Health <= 0) )
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{
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let psp = Owner.player.FindPSprite(PSP_WEAPON);
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if ( psp && (psp.CurState != ResolveState("Deselect")) )
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Owner.player.SetPSprite(PSP_WEAPON,ResolveState("Deselect"));
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}
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}
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static SWWMGesture SetGesture( PlayerPawn mo, int which = 0 )
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{
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@ -3119,8 +3193,8 @@ Class SWWMGesture : SWWMWeapon
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// already gesturing
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// just queue another one
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let g = SWWMGesture(mo.player.ReadyWeapon);
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if ( which <= -100 ) g.squeue.Push(which); // collectable gestures have a dedicated array
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if ( which <= -1 ) return null; // special gestures can't be queued
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if ( which < -50 ) g.squeue.Push(which); // collectable gestures have a dedicated array
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if ( which < 0 ) return null; // special gestures can't be queued
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else
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{
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g.nextgesture = which;
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@ -3343,149 +3417,153 @@ Class SWWMGesture : SWWMWeapon
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States
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{
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Select:
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TNT1 A 1
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{
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A_FullRaise();
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if ( Health <= 0 ) A_FinishGesture();
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}
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XZW1 A 1 A_FullRaise();
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Goto Ready;
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Ready:
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TNT1 A 1
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XZW1 A 1
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{
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switch ( invoker.whichgesture )
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{
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case -2:
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case GS_Headpat:
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return ResolveState("Headpat");
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case -1:
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case GS_Grenade:
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return ResolveState("QuickGrenade");
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case 1:
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case GS_Wave:
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return ResolveState("Wave");
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case GS_ThumbsUp:
|
||||
return ResolveState("Approve");
|
||||
case 2:
|
||||
case GS_Victory:
|
||||
return ResolveState("Victory");
|
||||
case 3:
|
||||
case GS_BlowKiss:
|
||||
return ResolveState("BlowKiss");
|
||||
}
|
||||
return ResolveState("Wave");
|
||||
return ResolveState("NoGesture");
|
||||
}
|
||||
Wait;
|
||||
Fire:
|
||||
TNT1 A 1;
|
||||
XZW1 A 1;
|
||||
Goto Ready;
|
||||
Headpat:
|
||||
TNT1 A 0 A_JumpIf(CountInv("RagekitPower"),"Ragepat");
|
||||
TNT1 A 3 A_CallPlayerGesture("Headpat","Headpat");
|
||||
XZW4 NO 3;
|
||||
XZW4 P 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 QR 2;
|
||||
XZW4 STUV 1;
|
||||
XZW4 W 2;
|
||||
XZW4 X 2 A_Headpat();
|
||||
XZW4 YZ 2;
|
||||
XZW5 ABC 1;
|
||||
XZW4 STUV 1;
|
||||
XZW4 W 2;
|
||||
XZW4 X 2 A_Headpat();
|
||||
XZW4 YZ 2;
|
||||
XZW5 ABC 1;
|
||||
XZW5 DE 2;
|
||||
XZW5 F 2 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW5 GHIJ 3;
|
||||
TNT1 A 4 A_HeadpatEnd();
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
Ragepat:
|
||||
TNT1 A 3 A_CallPlayerGesture("Ragepat","Ragepat");
|
||||
XZW4 NO 2;
|
||||
XZW4 P 1 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 QR 1;
|
||||
XZW4 SU 1;
|
||||
XZW4 W 1;
|
||||
XZW4 X 1 A_Headpat();
|
||||
XZW4 YZ 1;
|
||||
XZW5 AC 1;
|
||||
XZW4 SU 1;
|
||||
XZW4 W 1;
|
||||
XZW4 X 1 A_Headpat();
|
||||
XZW4 YZ 1;
|
||||
XZW5 AC 1;
|
||||
XZW4 SU 1;
|
||||
XZW4 W 1;
|
||||
XZW4 X 1 A_Headpat();
|
||||
XZW4 YZ 1;
|
||||
XZW5 AC 1;
|
||||
XZW4 SU 1;
|
||||
XZW4 W 1;
|
||||
XZW4 X 1 A_Headpat();
|
||||
XZW4 YZ 1;
|
||||
XZW5 AC 1;
|
||||
XZW5 DE 1;
|
||||
XZW5 F 1 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW5 GHIJ 2;
|
||||
TNT1 A 4 A_HeadpatEnd();
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
QuickGrenade:
|
||||
TNT1 A 3;
|
||||
XZW3 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 A 0 A_JumpIf(CountInv("RagekitPower"),"Ragepat");
|
||||
XZW1 A 3 A_CallPlayerGesture("Headpat","Headpat");
|
||||
XZW3 TU 3;
|
||||
XZW3 V 3 A_PlayerReload();
|
||||
XZW3 W 2 A_StartSound("explodium/magpin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 XY 2;
|
||||
XZW3 Z 3;
|
||||
XZW4 A 2
|
||||
XZW3 V 2 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 WX 2;
|
||||
XZW3 YZ 1;
|
||||
XZW4 AB 1;
|
||||
XZW4 C 2;
|
||||
XZW4 D 2 A_Headpat();
|
||||
XZW4 EF 2;
|
||||
XZW4 GHI 1;
|
||||
XZW3 YZ 1;
|
||||
XZW4 AB 1;
|
||||
XZW4 C 2;
|
||||
XZW4 D 2 A_Headpat();
|
||||
XZW4 EF 2;
|
||||
XZW4 GHI 1;
|
||||
XZW4 JK 2;
|
||||
XZW4 L 2 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 MNOP 3;
|
||||
XZW1 A 0 A_HeadpatEnd();
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
Ragepat:
|
||||
XZW1 A 3 A_CallPlayerGesture("Ragepat","Ragepat");
|
||||
XZW3 TU 2;
|
||||
XZW3 V 1 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 WX 1;
|
||||
XZW3 Y 1;
|
||||
XZW4 AC 1;
|
||||
XZW4 D 1 A_Headpat();
|
||||
XZW4 EF 1;
|
||||
XZW4 GI 1;
|
||||
XZW3 Y 1;
|
||||
XZW4 AC 1;
|
||||
XZW4 D 1 A_Headpat();
|
||||
XZW4 EF 1;
|
||||
XZW4 GI 1;
|
||||
XZW3 Y 1;
|
||||
XZW4 AC 1;
|
||||
XZW4 D 1 A_Headpat();
|
||||
XZW4 EF 1;
|
||||
XZW4 GI 1;
|
||||
XZW3 Y 1;
|
||||
XZW4 AC 1;
|
||||
XZW4 D 1 A_Headpat();
|
||||
XZW4 EF 1;
|
||||
XZW4 GIJK 1;
|
||||
XZW4 L 1 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 MNOP 2;
|
||||
XZW1 A 0 A_HeadpatEnd();
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
QuickGrenade:
|
||||
XZW4 Q 3;
|
||||
XZW4 R 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 ST 3;
|
||||
XZW4 U 3 A_PlayerReload();
|
||||
XZW4 V 2 A_StartSound("explodium/magpin",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW4 WX 2;
|
||||
XZW4 Y 3;
|
||||
XZW4 Z 2
|
||||
{
|
||||
A_StartSound("explodium/throwmag",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
A_PlayerMelee();
|
||||
}
|
||||
XZW4 BC 2;
|
||||
XZW4 DEFGH 2;
|
||||
XZW4 I 2 A_ThrowMag();
|
||||
XZW4 JKLM 3;
|
||||
TNT1 A 4;
|
||||
TNT1 A 0 A_JumpIf(player.cmd.buttons&BT_USER4,"QuickGrenade");
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
XZW5 AB 2;
|
||||
XZW5 CDEF 2;
|
||||
XZW5 G 2 A_ThrowMag();
|
||||
XZW5 HIJ 3;
|
||||
XZW5 K 4;
|
||||
XZW4 Q 0 A_JumpIf(player.cmd.buttons&BT_USER4,"QuickGrenade");
|
||||
XZW4 Q -1 A_FinishGesture();
|
||||
Stop;
|
||||
Wave:
|
||||
TNT1 A 3 A_CallPlayerGesture("Wave","CrouchWave");
|
||||
XZW1 AB 3;
|
||||
XZW1 A 3 A_CallPlayerGesture("Wave","CrouchWave");
|
||||
XZW1 B 3;
|
||||
XZW1 C 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 DEFGHIJ 3;
|
||||
XZW1 K 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 LMNO 3;
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
XZW1 LMNOP 3;
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
Approve:
|
||||
TNT1 A 3 A_CallPlayerGesture("Approve","CrouchApprove");
|
||||
XZW1 PQ 3;
|
||||
XZW1 R 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 STUVWX 3;
|
||||
XZW1 Y 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 Z 3;
|
||||
XZW2 ABCDEF 3;
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
XZW1 A 3 A_CallPlayerGesture("Approve","CrouchApprove");
|
||||
XZW1 QR 3;
|
||||
XZW1 S 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW1 TUVWXY 3;
|
||||
XZW1 Z 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 A 3;
|
||||
XZW2 BCDEFG 3;
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
Victory:
|
||||
TNT1 A 3 A_CallPlayerGesture("Victory","CrouchVictory");
|
||||
XZW2 GH 3;
|
||||
XZW2 I 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 JKLMNOPQ 3;
|
||||
XZW2 R 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 STUVWXY 3;
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
XZW1 A 3 A_CallPlayerGesture("Victory","CrouchVictory");
|
||||
XZW2 HI 3;
|
||||
XZW2 J 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 KLMNOPQR 3;
|
||||
XZW2 S 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW2 TUVWXYZ 3;
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
BlowKiss:
|
||||
TNT1 A 3 A_CallPlayerGesture("BlowKiss","CrouchBlowKiss");
|
||||
XZW2 Z 3;
|
||||
XZW1 A 3 A_CallPlayerGesture("BlowKiss","CrouchBlowKiss");
|
||||
XZW3 A 3;
|
||||
XZW3 B 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 CD 3;
|
||||
XZW3 E 3 A_Smooch();
|
||||
XZW3 FGHI 3;
|
||||
XZW3 J 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 K 3 A_BlowKiss();
|
||||
XZW3 LMNOPQR 3;
|
||||
TNT1 A -1 A_FinishGesture();
|
||||
XZW3 B 3;
|
||||
XZW3 C 3 A_StartSound("demolitionist/handsup",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 DE 3;
|
||||
XZW3 F 3 A_Smooch();
|
||||
XZW3 GHIJ 3;
|
||||
XZW3 K 3 A_StartSound("demolitionist/handsdown",CHAN_WEAPON,CHANF_OVERLAP);
|
||||
XZW3 L 3 A_BlowKiss();
|
||||
XZW3 MNOPQRS 3;
|
||||
XZW1 A -1 A_FinishGesture();
|
||||
Stop;
|
||||
NoGesture:
|
||||
XZW1 A 1 A_FinishGesture();
|
||||
Goto Deselect;
|
||||
Deselect:
|
||||
TNT1 A -1 A_FullLower();
|
||||
XZW1 A -1 A_FullLower();
|
||||
Stop;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue